Difference between revisions of "R3d.BoxShape"

From GiderosMobile
 
(11 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
 
<!-- GIDEROSOBJ:r3d.BoxShape -->
 
<!-- GIDEROSOBJ:r3d.BoxShape -->
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
+
'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
'''<translate>Available since</translate>:''' Gideros 2019.10<br/>
+
'''Available since:''' Gideros 2019.10<br/>
  
 
=== Description ===
 
=== Description ===
Once you have created a rigid body in the world, you need to add one or more collision shapes to it so that it is able to collide with other bodies.
+
The BoxShape class describes a box collision shape centered at the origin of the collider.
  
The collision shapes are also the way to represent the mass of a Rigid Body. Whenever you add a collision shape to a rigid body, you need to specify the mass of the shape. Then the rigid body will recompute its total mass, its center of mass and its inertia tensor taking into account all its collision shapes.
+
The box is aligned with the shape local X, Y and Z axis.
 +
 
 +
In order to create a box shape, you only need to specify the three half extents dimensions of the box in the three X, Y and Z directions.
  
 
{|-
 
{|-
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
 
=== Methods ===
 
=== Methods ===
[[Special:MyLanguage/r3d.BoxShape.new|r3d.BoxShape.new]] ''<translate>creates a new collision shape box</translate>''<br/>
+
[[r3d.BoxShape.new]] ''creates a new collision box shape''<br/><!--GIDEROSMTD:r3d.BoxShape.new(hX,hY,hZ) creates a new collision box shape-->
<!-- GIDEROSMTD:r3d.BoxShape.new(hX,hY,hZ) creates a new collision shape box -->
+
 
 +
[[r3d.BoxShape:setHalfExtents]] ''resizes a collision box shape''<br/><!--GIDEROSMTD:r3d.BoxShape:setHalfExtents(hX,hY,hZ) resizes a collision box shape-->
  
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
 
|}
 
|}
 +
 +
----
 +
*'''[[R3d.Shape]]'''
 +
*'''[[ReactPhysics3D]]'''

Latest revision as of 04:24, 19 December 2025

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2019.10

Description

The BoxShape class describes a box collision shape centered at the origin of the collider.

The box is aligned with the shape local X, Y and Z axis.

In order to create a box shape, you only need to specify the three half extents dimensions of the box in the three X, Y and Z directions.

Methods

r3d.BoxShape.new creates a new collision box shape

r3d.BoxShape:setHalfExtents resizes a collision box shape